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How would I create a mask based on my tilemap
I am trying to add a paint splatter and can't seem to figure out how I am going to programmatically create a mask for the sprites.
I was thinking maybe I could use the tilemap collider, but I can't seem to get it to work. I have this code but that's it:
void FixedUpdate()
{
transform.Translate(new Vector3(0, -0.25f, 0));
if (transform.position.y < -10f)
transform.Translate(new Vector3(0, -transform.position.y, 0));
for (int x = -80; x < 80; x++)
{
// Cast a ray straight down.
RaycastHit2D hit = Physics2D.Raycast(new Vector3(x/4, transform.position.y, transform.position.z), Vector3.forward, Mathf.Infinity, 1 << 16);
// If it hits something...
if (hit.collider != null)
{
Debug.Log(hit.collider);
}
}
}
Edit: The tilemaps are on layer 16
Edit 2: I have managed to solve this issue however I had to code my own solution to draw the tiles using prefabs with the Sprite Mask component on each
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Best Answer
Answer by BarnMS · Feb 17, 2019 at 11:39 AM
I have managed to solve this issue however I had to code my own solution to draw the tiles using prefabs with the Sprite Mask component on each
Answer by Bee2008guy · Jun 30, 2019 at 08:22 AM
@BarnMS can you release the script on something like github???
Your answer
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